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Scimitar by Rob Richardson....

Thanks to Henk for the help, I present my first repaint of this beautiful bird, and one for the landlubbers!

XD229 was used by RAE for weapons trials out of West Freugh.

attachment.php


It can be found on my OneDrive (should make it to my website soon)

http://tinyurl.com/novawing24-repaints

**Now updated to v1.1 with fixes to registration and missing Leading edge markings**

Safe Skies

Novawing24
 

Attachments

  • XD229 04.jpg
    XD229 04.jpg
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Last edited:
Nice job Novawing:encouragement: I looked at this paint a few times but didn't fancy doing battle with the intake:dizzy:

ATB
DaveB:)
 
Here's the lovely XD321 194/C, HMS Centaur originally released by Henk with a lick of EDSG (his markings on the EDSG background.. we used the same modified PK;))

194H.jpg


Available HERE
All the textures are new so put Henk's originals in a new folder (inside the texture.XD321 folder) for safe keeping and drop these into texture.XD321 folder. I should be able to do his others as the layers are in the PK;)
ATB
DaveB:)

Thanks Dave and Henk... this paint looks so right on the Scimitar.

Dave did I see somewhere you have a Victorious repaint for Robs Sea Venom... if so is it available?

Matt
 
I don't think that's the one I was thinking of... Dave posted a screen shot on page 367 of the screenshot thread. Thanks though David.

Matt
 
Hi Matt:wavey:

Yes.. due to someone already participating in this thread asking for a 'quickie'.. I dipped my toe into the Sea Venom for a 'not so quickie':dizzy: I'm working fairly blind (and making a paintkit as I go) at the moment so any degree of accuracy is purely coincidental!! I didn't want to lob a few more quid at another Warpaint though it may come to that. The Sea Venom has never floated my boat like some Naval jets hence my reluctance to part with cash. When I've sorted a few more things, I'll offer it up for general consumption;)

ATB
DaveB:)
 
DaveQ has done a HMS Victorious Sea Venom with my new HD paintkit (I made a RAN repaint). It looks jolly good in HD With additional details as correct rivets stencils and other decals. I dont think he ever released it.
 
DaveQ has done a HMS Victorious Sea Venom with my new HD paintkit (I made a RAN repaint). It looks jolly good in HD With additional details as correct rivets stencils and other decals. I dont think he ever released it.

Well.. I look forward to DaveQ's repaint too. Rob's Sea Venom is not a barrel of laughs to paint:dizzy:
ATB
DaveB:)
 
Any idea how to disable the "HUD" ?

Here's what I did - hashed out the window01 entry and the entire Vcockpit HUD panel.

Now, the HUD is gone, but I have an opaque grey square where the HUD used to be.

thoughts?

thx,

dl

****




[Window Titles]


Window00=Main Panel
Window01=Radio Stack
Window02=GPS
Window03=TACAN RFN





[Window00]
Background_color=0,0,0
size_mm=512,512
position=4
visible=0
ident=Main Panel
window_size= 0.5, 0.5
window_pos=0.25,0.3

//gauge00=fa-18!hud_2d, 0, 0, 512, 512, 4
gauge01=Canons!Canons.xml, 0,0,512,512,4
gauge02=GunTest!GunTest.xml, 0,0,0,0




//--------------------------------------------------------

[Window01]
BACKGROUND_COLOR=2,2,2
size_mm=312,616
windowsize_ratio=0.30
position=8
visible=0
ident=RADIO_STACK_PANEL

gauge00=Bendix_King_Radio!Bendix-King Radio Audio, 0, 0,312,88
gauge01=Bendix_King_Radio!Bendix-King Radio Nav-Comm 1, 0, 88,312,88
gauge02=Bendix_King_Radio!Bendix-King Radio Nav-Comm 2, 0, 176,312,88
gauge03=Bendix_King_Radio!Bendix-King Radio ADF, 0, 264,312,88
gauge04=Bendix_King_Radio!Bendix-King Radio DME, 0, 352,312,88
gauge05=Bendix_King_Radio!Bendix-King Radio Xpndr, 0, 440,312,88
gauge06=Bendix_King_Radio!Bendix-King Radio AP, 0, 528,312,88


//--------------------------------------------------------


[Window02]
Background_color=0,0,0
size_mm=500,484
position=6
visible=0
ident=GPS_PANEL
window_size= 0.500, 0.484
window_pos= 0.000, 0.200

gauge00=fs9gps!gps_500, 0,0



//--------------------------------------------------------



[Window03]
Background_color=0,0,0
size_mm=170,290
windowsize_ratio=0.5
window_pos=0.810,0.370
visible=0
ident=49

gauge00=RFN_CarrierGauge!Close_Subpanel, 0, 2, 18, 18, c49
gauge01=RFN_CarrierGauge!Aircraft_Carrier_Indicator, 0, 0, 170, 200
gauge02=RFN_CarrierGauge!Radio_TACAN_ARN52B, 0, 202, 170, 068




//--------------------------------------------------------

[Vcockpit01]
file=Panel RFN
Background_color=0,0,0
size_mm=512,512
visible=1
pixel_size=1024,1024
texture=$pan1



//gauge00=RFN_CarrierGauge!Close_Subpanel, 10, 12, 18, 18, c49
gauge01=RFN_CarrierGauge!Aircraft_Carrier_Indicator, 10, 10, 180, 180
gauge02=RFN_CarrierGauge!Radio_TACAN_ARN52B, 10, 190, 180, 060
gauge03=Cessna!VOR1, 225, 15, 170, 170

//-------------Gauge Carrier Operations Nav2----------------------------

gauge81=RFN_CarrierGauge!TACAN_Navigation, 0, 0, 0, 0, Nav2
gauge82=RFN_CarrierGauge!CustomCatapult, 0, 0,
gauge83=RFN_CarrierGauge!Approach_Ctrl, 0, 0, 0, 0, 0.0
gauge84=DSD_Sound_Gauge!Sound, 0, 0,



//--------------------------------------------------------




//--------------------------------------------------------

[Vcockpit02]
file=radio height
Background_color=0,0,0
size_mm=512,512
visible=1
pixel_size=512,512
texture=$pan3


gauge00=FAW_21!Radio-Altimeter, 0, 0, 512, 512




//--------------------------------------------------------

[Vcockpit03]
file=radio
Background_color=0,0,0
size_mm=512,512
visible=1
pixel_size=512,512
texture=$pan4



gauge00=KingAir_Radio!Com1, 10, 0, 240, 150
gauge01=KingAir_Radio!Nav1, 260, 0, 240, 150
gauge02=KingAir_Radio!Com2, 10, 170, 240, 150
gauge03=KingAir_Radio!Nav2, 260, 170, 240, 150
gauge04=KingAir_Radio!Xpndr, 10, 340, 240, 150
gauge05=KingAir_Radio!Adf, 260, 340, 240, 150


/--------------------------------------------------------


[Vcockpit04]
file=
Background_color=0,0,0
size_mm=512,512
visible=1
pixel_size=512,512
texture=$pan5



gauge00=FAW_21!Engine Temperature Indicator, 37, 20, 200,200
gauge01=FAW_21!OilPress, 274, 20, 200,200
gauge06=FlyingStations!Hook.xml, 0, 0, 0, 0



/--------------------------------------------------------


//[Vcockpit05]
file=
Background_color=0,0,0
size_mm=512,512
visible=1
ident=
pixel_size=512,512
texture=$pan5


//gauge00=GunTest!Gun Test.xml, 0,200,512,512





[Color]
Day=255,255,255
Night=20,50,20
Luminous=240,220,140

[Default View]
X=0
Y=0
SIZE_X=8191
SIZE_Y=4400
 
DL..

I think the opaque square/rectangle is there anyway and the HUD sat on it. I've a strong feeling it's part of the VC.. modelled if you will.

ATB
DaveB:)
 
Here's another of Henk's paints sporting EDSGrey.. XD220, RNAS Lossiemouth:
618Hss.jpg


Available HERE
As before, make a new folder inside Henk's texture.XD220 folder and drop his original maps into it for safe keeping. Drop the maps from the zip into his main texture.XD220 folder;)
ATB
DaveB:)
 
TacPack with the Scimitar

I've been experimenting with TacPack and the Scimitar. I couldn't find any Readme, so I downloaded Rob's Meteor F8 for TacPack and read the Readmes in there. I'm unsure if I needed to but I copied fx_Meteor_Canon.fx into the Effects folder (can you confirm Rob?).

I used shift+ctrl+2 to power the canon and can now fire at will:


Rob Richardson Scimitar guns test 1 by Andy Ford, on Flickr

However, despite hitting targets multiple times I cannot create damage! Any ideas (and no, its not just poor marksmanship!)? Can anybody replicate this?

I can also power up the rockets with shift+ctrl+3 and file at will (starboard pod first, port pod second):


Rob Richardson Scimitar rocket test 1 by Andy Ford, on Flickr

I haven't actually tried to destroy anything with these yet!

Also, when firing salvos of rockets the last two to be fired are actually the Sidewinders. Any ideas how to fix this, i.e. arm and fire the Sidewinders separately?


Rob Richardson Scimitar rocket test 2 by Andy Ford, on Flickr
 
So in TacPack.ini I changed all the AIM-9M to AIM-9B... but this only changes the flight/seeking behavior of the missile, not the visible model on the pylon, as I believe this is part of the aircraft model.

More live firing, with casings being ejected. I also find the fall of shot bears no resemblance to the pipper on the HUD! The shot appears ABOVE this, at about 1/2 way down the windshield.


Rob Richardson Scimitar guns test 2 by Andy Ford, on Flickr
 
Did this allow you to fire the Sidewinders separately or did they still fire at the end of the Matra salvos?

ATB
DaveB:)
 
They still fire at the end of the Matra salvos.

The code says shift+ctrl+4 should switch to Air-to-Air mode, i.e. the sidewinders, but I can't get it to work. I'm trying to find why this might be in the code.

I reckon it should also be possible to add an AAR refueling pod, i.e. the default AA42R.

AA42R-1.jpg


It is reminiscent of the British Mk20 at least.

Dumb bombs should be an option too.

BTW, the code is based on that for the Alphasim A1W Cobra helicopter by Salty.

Andy
 
Any stores attched to the model have to be modelled in by the designer. Changing entries in the tacpack.ini will have no effect on those, only what is displayed after the weapon is launched.
 
Any stores attched to the model have to be modelled in by the designer. Changing entries in the tacpack.ini will have no effect on those, only what is displayed after the weapon is launched.

Ah, as I originally suspected!

I'm having success now destroying AI aircraft in the air and taxiing with the guns. Still no joy for static AI.

I'm not getting any Sidewinder tones.
 
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